#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;

out vec3 FragPos;
out vec3 Normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    FragPos = vec3(model * vec4(aPos, 1.0));

    // 法线矩阵被定义为「模型矩阵左上角的逆矩阵的转置矩阵」
    Normal = mat3(transpose(inverse(model))) * aNormal;

    gl_Position = projection * view * vec4(FragPos, 1.0f);
};

